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local ITEM = {}
ITEM.Name = "Magic Wood"
ITEM.Class = "weapon"
ITEM.Desc = "Some magically infused wood"
ITEM.Model = "models/props_debris/wood_board02a.mdl"
ITEM.Icon = Material("wintersurvival2/hud/ws2_icons/icon_magicwood.png")
ITEM.Structure = {
{
Bone = "ValveBiped.Bip01_R_Hand",
Model = "models/props_debris/wood_board02a.mdl",
Size = Vector(.5, .5, .5),
Pos = Vector(3, -1.5, -12),
Ang = Angle(0, 0, 0)
}
}
ITEM.Damage = 2
ITEM.Range = 60
ITEM.CD = 1.0
function ITEM:OnPrimary(pl, tr)
if (CLIENT) then return end
if (tr.Hit) then
if (IsValid(tr.Entity)) then
local ent = tr.Entity
local class = ent:GetClass()
if (class == "player" or class:find("npc_") or class == "ws_pigeon" or class == "ws_prop") then
ent:TakeDamage(self.Damage, pl)
if (class == "ws_prop") then
pl:EmitSound(Sound("physics/wood/wood_plank_impact_hard" .. math.random(1, 3) .. ".wav"), 100, math.random(90, 110))
else
pl:EmitSound(Sound("physics/flesh/flesh_impact_hard" .. math.random(1, 6) .. ".wav"), 100, math.random(90, 110))
end
elseif (ent:GetModel():find("tree")) then
pl:EmitSound(Sound("physics/concrete/rock_impact_hard" .. math.random(1, 6) .. ".wav"), 100, math.random(90, 110))
else
pl:EmitSound(Sound("physics/surfaces/sand_impact_bullet" .. math.random(1, 4) .. ".wav"), 100, math.random(90, 110))
end
else
pl:EmitSound(Sound("physics/surfaces/sand_impact_bullet" .. math.random(1, 4) .. ".wav"), 100, math.random(90, 110))
end
else
pl:EmitSound(Sound("weapons/iceaxe/iceaxe_swing1.wav"), 100, math.random(90, 110))
end
end
function ITEM:OnSecondary(pl, tr)
if (CLIENT) then return end
if (not pl:HasItem(self.Name)) then return end
local drop = SpawnWSItem(self.Name, pl:GetShootPos() + pl:GetAimVector() * 20)
drop:GetPhysicsObject():ApplyForceCenter(pl:GetAimVector() * 200)
pl:RemoveItem(self.Name, 1)
pl:EmitSound(Sound("weapons/iceaxe/iceaxe_swing1.wav"), 100, math.random(40, 60))
end
RegisterItem(ITEM)
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